/Engine/Plugins/Experimental/PCG/Source/PCG/Public/Elements/PCGSpatialNoise.h
Various fractal noises that can be used to filter points
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, ClassGroup=(Procedural)) class UPCGSpatialNoiseSettings : public [UPCGSettings](API\Plugins\PCG\UPCGSettings)
float
Brightness
bool
bTiling
If true, will generate results that tile along the bounding box size of the
bool
bVoronoiOrientSamplesToCellEdge
If true it will orient the output points to point towards the cell edges, which can be used for effects.
float
Contrast
float
EdgeBlendCurveIntensity
Will makes the falloff harsher or softer
float
EdgeBlendCurveOffset
Adjust the center point of the curve (where x = curve(x) crosses over)
float
EdgeBlendDistance
PCGSpatialNoise...
EdgeMask2DMode
int32
Iterations
This is how many times the fractal method recurses. A higher number will mean more detail
PCGSpatialNoise...
Mode
The noise method used.
FVector
RandomOffset
Adds a random amount of offset up to this amount.
int32
TiledVoronoiEdgeBlendCellCount
How many cells around the edge will tile
int32
TiledVoronoiResolution
The cell resolution of the tiled voronoi (across the bounds)
FTransform
Transform
This will apply a transform to the points before calculating noise
FPCGAttributePr...
ValueTarget
The output attribute name to write, if not 'None'.
FPCGAttributePr...
VoronoiCellIDTarget
The output attribute name to write the voronoi cell id, if not 'None'.
double
VoronoiCellRandomness
The less random this is, the more it returns to being a grid